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Difference between revisions of "Talk:Manual (RPCSS)"
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=Guilds Flag to War= | =Guilds Flag to War= | ||
− | First, when you are marching your army across the map it can "run into another army". If that army is not already flagged as an ally, the two armies will fight. One will win. One will run. This may generate RP that leads to war, but it is not forced by RPCSS. | + | First, when you are marching your army across the map it can "run into another army". If that army is not already flagged as an ally, the two armies will fight. One will win. One will run. This may generate RP that leads to both guild leaders flagging the other as at war by mutual consent, but it is not forced by RPCSS. |
− | Second, you can march your army across another teams hex, but if that hex doesn't have an army in it, the leader of the other team will be told you crossed his borders. This may generate RP that leads to war, but it is not forced by RPCSS. | + | Second, you can march your army across another teams hex, but if that hex doesn't have an army in it, the leader of the other team will be told you crossed his borders. This may generate RP that leads to both guild leaders flagging the other as at war by mutual consent, but it is not forced by RPCSS. |
Third, you intentionally march your army into another teams hexes and there is an army there, and the two armies fight. This might be a situation where RPCSS flags the two guilds at war for the length of a turn which can then be turned off a week later, but we are still discussing. | Third, you intentionally march your army into another teams hexes and there is an army there, and the two armies fight. This might be a situation where RPCSS flags the two guilds at war for the length of a turn which can then be turned off a week later, but we are still discussing. | ||
Fourth, you intentionally march your army into another teams hexes that are clearly marked as having a fort/castle or being populated, and regardless of if there is an army there or not, we consider this a clear act of war and both guilds are flagged at war. | Fourth, you intentionally march your army into another teams hexes that are clearly marked as having a fort/castle or being populated, and regardless of if there is an army there or not, we consider this a clear act of war and both guilds are flagged at war. |
Latest revision as of 17:45, 24 August 2019
Guilds Flag to War
First, when you are marching your army across the map it can "run into another army". If that army is not already flagged as an ally, the two armies will fight. One will win. One will run. This may generate RP that leads to both guild leaders flagging the other as at war by mutual consent, but it is not forced by RPCSS.
Second, you can march your army across another teams hex, but if that hex doesn't have an army in it, the leader of the other team will be told you crossed his borders. This may generate RP that leads to both guild leaders flagging the other as at war by mutual consent, but it is not forced by RPCSS.
Third, you intentionally march your army into another teams hexes and there is an army there, and the two armies fight. This might be a situation where RPCSS flags the two guilds at war for the length of a turn which can then be turned off a week later, but we are still discussing.
Fourth, you intentionally march your army into another teams hexes that are clearly marked as having a fort/castle or being populated, and regardless of if there is an army there or not, we consider this a clear act of war and both guilds are flagged at war.